If OKW has a weaker early game, it has less map control. That means less fuel. That means slower vehicles. You can't change one without the other.
If OKW had a weaker early game, they just going to be roflstomped by UKF and Soviet using the same strat. I'm maybe the one playing mostly one faction between us but I'm the one seeing the big picture here.
Or your idea is to make their early game weaker but only to a non-relevant point, something that wouldn't change anything in fact.
And you'd be right back at the stupid 'spam Riflemen or float manpower' design USF had before the revamp.
You know, when USF was trash?
And good luck getting light vehicles out against Ost when they can deploy 444 at the speed you get a single AAHT.
Do you seriously hate rack sidetech so much you'd throw the whole faction down the toilet to get rid of it?
You're just deviating the conversation on your own thread on something trivial.
The point I made was -15 fuel at start for grenade/STG/pfaut is a cheap price to pay associated to the fact that different starting fuel for factions is a matter of early game balance and timing for first tech.
AND get a free Riflemen (Officer) squad, am I right? Yeah I'd only ever play USF too.
I agree with USF AT nade actually, it's crippling that it gets locked behind vet 1 - I think having it unlocked with Officer arrival is a good idea actually.
Weapon racks as usual are just your USF-only bias. STGs are definitely excellent but you keep forgetting that weapon racks are more flexible (all squads can use it), have a MUCH higher power ceiling, and contain both AI and AT upgrades. If Volks had weapon racks for BARs and Zooks you would cry even more than you do now.
Dunno why you're making those comparisons, I was just saying that for 15 fuel less and grenade/rack/atnade automatically unlocked I can accommodate myself with a one minute delay for my first officer.
Hey you know what that's not a secret I like to play mainly USF and I'll be more than happy to see USF starting with -15 fuel and have grenade and weapon rack and ATnade unlocked after first officer on the field.
well they don't gain it back later, they tech is not cheaper than other faction, so they will always have a -15 fu from others
The minus fuel is only there for timing balance so the first truck doesn't come too early, especially in case of T2. I mean balance team could give this fuel back to OKW and then increase the truck cost by 15 fuel but that would impact all tiers. They could also increase T2 fuel cost but here again this would have a negative impact in case of T1 first and if you lose your T2. Balance team could also have decided back then to make STGs and grenade not unlock's free but that's a decision they took, reducing OKW fuel start so it only impact the first truck deployment. On the mean time it also allow the balance team to manage grenade and STGs timing unlock as
-From start
-link to first truck
-first Tier build.
Let's not forget that OKW get with its teching, whatever tier the player decide first, HMG, grenade, STGs + T0 raketen. Only Ostheer here get the same package with their first tier but they also pay a lot more for it.
Why shouldnt they? Do volks have passive self regen at vet0?
I would prefer if people would just say "i dont want to OKW get buffed", at least that is being honest.
I would kindly ask you, why there would be 'problems' but do it in a way everyone can understand (im not refering of skill level).
IMO its a change, a intermediate one but it would put OKW in line with the rest of the factions.
Darkarmadillo got it right about the "luchs rush", its more like a progression, maybe a needed one, but its true that the OKW player isnt sacrificing anything in return.
USF playstile is far different from OKW, so please do not compare them. USF has priorities that OKW does not.
The manpower/fuel at start can be leveled to allow better game balance.
And no, SPios are strong but they are not the best starting unit. If anyone wants to justify a nerf to their economy.
OKW, Soviet and UKF super early game are actually all 3 above Ostheer and USF. You're the only one here talking about "only nerfing OKW", the real question here is about reducing the early game powerspike of all 3 factions so they are equal with Ostheer and USF (which get deserved early game nerf on the dodge and pathfinder).
If we only nerf OKW early game, even at the cost of increasing their midgame power, they are just going to be rolled over by Soviet scoot car and UKF UC rush.
On the other hand, if we nerf OKW, Soviet and UKF early game but only buff OKW midgame (by giving them +20 fuel), then we face the opposite issue. OKW, Soviet, UKF, USF and Ostheer are at the same early game level but then OKW will roll over all 3 allied factions with their faster T2.
In my opinion, Elchino7 got it right about what to do with OKW and then a similar operation is required for Soviet T1/Scout car rush and UKF/UC-Bolster rush which are the problematic opening for those 2 factions.
U ever try it ? It simple broken
Turret actually tracking but not shot
You have to move further the AAHT, it sounds stupid but yes if the AAHT is too close from the plane path it will not shoot at it.
It stupid and should be fixed but since it's never going to happen better knowing it.
-15F starting resources for OKW, +55F for medics so an additional 70F OKW needs for luchs. rifles > volks lategame. Give OKW the same tools USF get the moment a sherman hits the field. If you don't see the problem, can't help you more from here.
No my dear friend, you didn't understand me, let me be more clear. I said that the actual fuel configuration is fine, the problem is if you give 20 fuel more to OKW at start. This is were it become a problem since. I think you can read thedarkarmadillo's post who explained it just fine.
OKW don't need T1 to get healing, it has been established well enough by the balance team last year so OKW can go T2 first and then T3 without any healing problem, as we can see it almost every day every match since then.
The luchs is 90% AI and the stuart is about 70% AT and 30% AI. The stuart will arrive roughly the same time when rushed, and the stuart will beat the luchs. You could even complain the luchs doesn't have the time to actually be a shock unit since they'd arrive at similar times. So again, what's the problem?
Stuart 105 fuel +15 fuel ambulance + 10 fuel racks + 10 fuel grenade rack to unlock access to the same tools OKW get the moment the luch hit the field.
If you don't see the problem, can't help you more from here.